gl-transitions
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The open collection of GL Transitions
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text/wgsl
// Bounce — WGSL, generated from https://github.com/gl-transitions/gl-transitions/blob/master/transitions/Bounce.glsl
// Author: Adrian Purser
// License: MIT
// Description: The outgoing image drops out of the frame with a few bounces, revealing the incoming one
// Bindings and uniform layout: see the gl-transitions package README
struct Uniforms {
progress: f32,
ratio: f32,
shadow_colour: vec4<f32>,
shadow_height: f32,
bounces: f32,
}
var _from: texture_2d<f32>;
var _sampler: sampler;
var _to: texture_2d<f32>;
var<uniform> uniforms: Uniforms;
var<private> _fragColor: vec4<f32>;
var<private> _uv_1: vec2<f32>;
fn getFromColor(uv: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e20 = (*uv)[0u];
let _e22 = (*uv)[1u];
let _e25 = textureSampleLevel(_from, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f);
return _e25;
}
fn getToColor(uv_1: ptr<function, vec2<f32>>) -> vec4<f32> {
let _e20 = (*uv_1)[0u];
let _e22 = (*uv_1)[1u];
let _e25 = textureSampleLevel(_to, _sampler, vec2<f32>(_e20, (1f - _e22)), 0f);
return _e25;
}
fn transition(uv_2: ptr<function, vec2<f32>>) -> vec4<f32> {
var time: f32;
var stime: f32;
var phase: f32;
var y: f32;
var d: f32;
var param: vec2<f32>;
var param_1: vec2<f32>;
let _e27 = uniforms.progress;
time = _e27;
let _e28 = time;
stime = sin(((_e28 * 3.1415927f) / 2f));
let _e32 = time;
let _e35 = uniforms.bounces;
phase = ((_e32 * 3.1415927f) * _e35);
let _e37 = phase;
let _e40 = stime;
y = (abs(cos(_e37)) * (1f - _e40));
let _e44 = (*uv_2)[1u];
let _e45 = y;
d = (_e44 - _e45);
let _e47 = (*uv_2);
param = _e47;
let _e48 = getToColor((¶m));
let _e50 = uniforms.shadow_colour;
let _e51 = d;
let _e53 = uniforms.shadow_height;
let _e55 = d;
let _e57 = uniforms.shadow_height;
let _e61 = uniforms.shadow_colour[3u];
let _e65 = uniforms.shadow_colour[3u];
let _e69 = uniforms.progress;
let _e77 = (*uv_2)[0u];
let _e79 = (*uv_2)[1u];
let _e80 = y;
param_1 = vec2<f32>(_e77, (_e79 + (1f - _e80)));
let _e84 = getFromColor((¶m_1));
let _e85 = d;
return mix(mix(_e48, _e50, vec4((step(_e51, _e53) * (1f - mix((((_e55 / _e57) * _e61) + (1f - _e65)), 1f, smoothstep(0.95f, 1f, _e69)))))), _e84, vec4(step(_e85, 0f)));
}
fn main_1() {
var param_2: vec2<f32>;
let _e19 = _uv_1;
param_2 = _e19;
let _e20 = transition((¶m_2));
_fragColor = _e20;
return;
}
fn main( _uv: vec2<f32>) -> vec4<f32> {
_uv_1 = _uv;
main_1();
let _e3 = _fragColor;
return _e3;
}